]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
Add GL_ExtensionSupported in vid_null.c because vid_shared.c relies on
[xonotic/darkplaces.git] / r_shadow.c
index 0ff9cd23ebc5bc137b15df81d984071e00612fc2..1553ac675d77c024cb9f11a9f9d1659256c3541c 100644 (file)
@@ -1,150 +1,8 @@
-
-/*
-Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
-An extrusion of the lit faces, beginning at the original geometry and ending
-further from the light source than the original geometry (presumably at least
-as far as the light's radius, if the light has a radius at all), capped at
-both front and back to avoid any problems (extrusion from dark faces also
-works but has a different set of problems)
-
-This is normally rendered using Carmack's Reverse technique, in which
-backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
-zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
-where shadows did not intersect the visible geometry, suitable as a stencil
-mask for rendering lighting everywhere but shadow.
-
-In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
-as decrement and the frontfaces as increment, and we redefine the DepthFunc to
-GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
-and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
-additionally we clear stencil to 128 to avoid the need for the unclamped
-incr/decr extension (not related to patent).
-
-Patent warning:
-This algorithm may be covered by Creative's patent (US Patent #6384822),
-however that patent is quite specific about increment on backfaces and
-decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
-opposite this implementation and partially opposite Carmack's Reverse paper
-(which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
-
-
-
-Terminology: Stencil Light Volume (sometimes called Light Volumes)
-Similar to a Stencil Shadow Volume, but inverted; rather than containing the
-areas in shadow it contains the areas in light, this can only be built
-quickly for certain limited cases (such as portal visibility from a point),
-but is quite useful for some effects (sunlight coming from sky polygons is
-one possible example, translucent occluders is another example).
-
-
-
-Terminology: Optimized Stencil Shadow Volume
-A Stencil Shadow Volume that has been processed sufficiently to ensure it has
-no duplicate coverage of areas (no need to shadow an area twice), often this
-greatly improves performance but is an operation too costly to use on moving
-lights (however completely optimal Stencil Light Volumes can be constructed
-in some ideal cases).
-
-
-
-Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
-Per pixel evaluation of lighting equations, at a bare minimum this involves
-DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
-vector and surface normal, using a texture of the surface bumps, called a
-NormalMap) if supported by hardware; in our case there is support for cards
-which are incapable of DOT3, the quality is quite poor however.  Additionally
-it is desirable to have specular evaluation per pixel, per vertex
-normalization of specular halfangle vectors causes noticable distortion but
-is unavoidable on hardware without GL_ARB_fragment_program or
-GL_ARB_fragment_shader.
-
-
-
-Terminology: Normalization CubeMap
-A cubemap containing normalized dot3-encoded (vectors of length 1 or less
-encoded as RGB colors) for any possible direction, this technique allows per
-pixel calculation of incidence vector for per pixel lighting purposes, which
-would not otherwise be possible per pixel without GL_ARB_fragment_program or
-GL_ARB_fragment_shader.
-
-
-
-Terminology: 2D+1D Attenuation Texturing
-A very crude approximation of light attenuation with distance which results
-in cylindrical light shapes which fade vertically as a streak (some games
-such as Doom3 allow this to be rotated to be less noticable in specific
-cases), the technique is simply modulating lighting by two 2D textures (which
-can be the same) on different axes of projection (XY and Z, typically), this
-is the second best technique available without 3D Attenuation Texturing,
-GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
-
-
-
-Terminology: 2D+1D Inverse Attenuation Texturing
-A clever method described in papers on the Abducted engine, this has a squared
-distance texture (bright on the outside, black in the middle), which is used
-twice using GL_ADD blending, the result of this is used in an inverse modulate
-(GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
-lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
-texturing).
-
-
-
-Terminology: 3D Attenuation Texturing
-A slightly crude approximation of light attenuation with distance, its flaws
-are limited radius and resolution (performance tradeoffs).
-
-
-
-Terminology: 3D Attenuation-Normalization Texturing
-A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
-vectors shorter the lighting becomes darker, a very effective optimization of
-diffuse lighting if 3D Attenuation Textures are already used.
-
-
-
-Terminology: Light Cubemap Filtering
-A technique for modeling non-uniform light distribution according to
-direction, for example a lantern may use a cubemap to describe the light
-emission pattern of the cage around the lantern (as well as soot buildup
-discoloring the light in certain areas), often also used for softened grate
-shadows and light shining through a stained glass window (done crudely by
-texturing the lighting with a cubemap), another good example would be a disco
-light.  This technique is used heavily in many games (Doom3 does not support
-this however).
-
-
-
-Terminology: Light Projection Filtering
-A technique for modeling shadowing of light passing through translucent
-surfaces, allowing stained glass windows and other effects to be done more
-elegantly than possible with Light Cubemap Filtering by applying an occluder
-texture to the lighting combined with a stencil light volume to limit the lit
-area, this technique is used by Doom3 for spotlights and flashlights, among
-other things, this can also be used more generally to render light passing
-through multiple translucent occluders in a scene (using a light volume to
-describe the area beyond the occluder, and thus mask off rendering of all
-other areas).
-
-
-
-Terminology: Doom3 Lighting
-A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
-CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
-demonstrated by the game Doom3.
-*/
-
 #include "quakedef.h"
 #include "r_shadow.h"
 #include "cl_collision.h"
 #include "portals.h"
 #include "image.h"
-#include "dpsoftrast.h"
-
-#ifdef SUPPORTD3D
-#include <d3d9.h>
-extern LPDIRECT3DDEVICE9 vid_d3d9dev;
-#endif
 
 static void R_Shadow_EditLights_Init(void);
 
@@ -157,10 +15,6 @@ typedef enum r_shadow_rendermode_e
        R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
        R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
        R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
-       R_SHADOW_RENDERMODE_LIGHT_VERTEX,
-       R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
-       R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
-       R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
        R_SHADOW_RENDERMODE_LIGHT_GLSL,
        R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
        R_SHADOW_RENDERMODE_VISIBLELIGHTING,
@@ -170,15 +24,12 @@ r_shadow_rendermode_t;
 
 typedef enum r_shadow_shadowmode_e
 {
-       R_SHADOW_SHADOWMODE_STENCIL,
        R_SHADOW_SHADOWMODE_SHADOWMAP2D
 }
 r_shadow_shadowmode_t;
 
 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
-r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
-r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
 int r_shadow_scenemaxlights;
 int r_shadow_scenenumlights;
 rtlight_t **r_shadow_scenelightlist; // includes both static lights and dlights, as filtered by appropriate flags
@@ -252,8 +103,6 @@ unsigned char *r_shadow_buffer_lighttrispvs;
 
 rtexturepool_t *r_shadow_texturepool;
 rtexture_t *r_shadow_attenuationgradienttexture;
-rtexture_t *r_shadow_attenuation2dtexture;
-rtexture_t *r_shadow_attenuation3dtexture;
 skinframe_t *r_shadow_lightcorona;
 rtexture_t *r_shadow_shadowmap2ddepthbuffer;
 rtexture_t *r_shadow_shadowmap2ddepthtexture;
@@ -269,10 +118,13 @@ rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
 rtexture_t *r_shadow_prepasslightingdiffusetexture;
 rtexture_t *r_shadow_prepasslightingspeculartexture;
 
-// keep track of the provided framebuffer info
-static int r_shadow_fb_fbo;
-static rtexture_t *r_shadow_fb_depthtexture;
-static rtexture_t *r_shadow_fb_colortexture;
+int r_shadow_viewfbo;
+rtexture_t *r_shadow_viewdepthtexture;
+rtexture_t *r_shadow_viewcolortexture;
+int r_shadow_viewx;
+int r_shadow_viewy;
+int r_shadow_viewwidth;
+int r_shadow_viewheight;
 
 // lights are reloaded when this changes
 char r_shadow_mapname[MAX_QPATH];
@@ -314,7 +166,7 @@ cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_comp
 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"};
 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
-cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes"};
+cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (shadow rendering by depth texture sampling)"};
 cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
 cvar_t r_shadow_shadowmapping_useshadowsampler = {CVAR_SAVE, "r_shadow_shadowmapping_useshadowsampler", "1", "whether to use sampler2DShadow if available"};
 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
@@ -331,13 +183,12 @@ cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias",
 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
 cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"};
-cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
-cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
-cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
 cvar_t r_shadow_culllights_pvs = {CVAR_SAVE, "r_shadow_culllights_pvs", "1", "check if light overlaps any visible bsp leafs when determining if the light is visible"};
 cvar_t r_shadow_culllights_trace = {CVAR_SAVE, "r_shadow_culllights_trace", "1", "use raytraces from the eye to random places within light bounds to determine if the light is visible"};
 cvar_t r_shadow_culllights_trace_eyejitter = {CVAR_SAVE, "r_shadow_culllights_trace_eyejitter", "16", "offset eye location randomly by this much"};
-cvar_t r_shadow_culllights_trace_enlarge = {CVAR_SAVE, "r_shadow_culllights_trace_enlarge", "0.1", "make light bounds bigger by *1.0+enlarge"};
+cvar_t r_shadow_culllights_trace_enlarge = {CVAR_SAVE, "r_shadow_culllights_trace_enlarge", "0", "make light bounds bigger by *(1.0+enlarge)"};
+cvar_t r_shadow_culllights_trace_expand = {CVAR_SAVE, "r_shadow_culllights_trace_expand", "8", "make light bounds bigger by this many units"};
+cvar_t r_shadow_culllights_trace_pad = {CVAR_SAVE, "r_shadow_culllights_trace_pad", "8", "accept traces that hit within this many units of the light bounds"};
 cvar_t r_shadow_culllights_trace_samples = {CVAR_SAVE, "r_shadow_culllights_trace_samples", "16", "use this many traces to random positions (in addition to center trace)"};
 cvar_t r_shadow_culllights_trace_tempsamples = {CVAR_SAVE, "r_shadow_culllights_trace_tempsamples", "16", "use this many traces if the light was created by csqc (no inter-frame caching), -1 disables the check (to avoid flicker entirely)"};
 cvar_t r_shadow_culllights_trace_delay = {CVAR_SAVE, "r_shadow_culllights_trace_delay", "1", "light will be considered visible for this many seconds after any trace connects"};
@@ -379,10 +230,8 @@ cvar_t r_shadow_bouncegrid_static_quality = { CVAR_SAVE, "r_shadow_bouncegrid_st
 cvar_t r_shadow_bouncegrid_static_spacing = {CVAR_SAVE, "r_shadow_bouncegrid_static_spacing", "64", "unit size of bouncegrid pixel when in static mode"};
 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "0", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
 cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksum the proportion of hidden pixels controls corona intensity"};
-cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "0", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility) - bad performance (synchronous rendering) - worse on multi-gpu!"};
+cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "0", "fades coronas according to visibility"};
 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
-cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
-cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
@@ -434,7 +283,6 @@ void R_Shadow_LoadWorldLights(void);
 void R_Shadow_LoadLightsFile(void);
 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
 void R_Shadow_EditLights_Reload_f(void);
-void R_Shadow_ValidateCvars(void);
 static void R_Shadow_MakeTextures(void);
 
 #define EDLIGHTSPRSIZE                 8
@@ -453,25 +301,25 @@ static void R_Shadow_SetShadowMode(void)
        r_shadow_shadowmapborder = bound(1, r_shadow_shadowmapping_bordersize.integer, 16);
        r_shadow_shadowmaptexturesize = bound(256, r_shadow_shadowmapping_texturesize.integer, (int)vid.maxtexturesize_2d);
        r_shadow_shadowmapmaxsize = bound(r_shadow_shadowmapborder+2, r_shadow_shadowmapping_maxsize.integer, r_shadow_shadowmaptexturesize / 8);
-       r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20;
+       r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL32;
        r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
        r_shadow_shadowmapshadowsampler = r_shadow_shadowmapping_useshadowsampler.integer != 0;
        r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
        r_shadow_shadowmapsampler = false;
        r_shadow_shadowmappcf = 0;
        r_shadow_shadowmapdepthtexture = r_fb.usedepthtextures;
-       r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
+       r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
        Mod_AllocLightmap_Init(&r_shadow_shadowmapatlas_state, r_main_mempool, r_shadow_shadowmaptexturesize, r_shadow_shadowmaptexturesize);
-       if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
+       if (r_shadow_shadowmapping.integer || r_shadow_deferred.integer)
        {
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL20:
+               case RENDERPATH_GL32:
                        if(r_shadow_shadowmapfilterquality < 0)
                        {
                                if (!r_fb.usedepthtextures)
                                        r_shadow_shadowmappcf = 1;
-                               else if((strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) && vid.support.arb_shadow && r_shadow_shadowmapshadowsampler)
+                               else if((strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) && r_shadow_shadowmapshadowsampler)
                                {
                                        r_shadow_shadowmapsampler = true;
                                        r_shadow_shadowmappcf = 1;
@@ -481,11 +329,11 @@ static void R_Shadow_SetShadowMode(void)
                                else if((strstr(gl_vendor, "ATI") || strstr(gl_vendor, "Advanced Micro Devices")) && !strstr(gl_renderer, "Mesa") && !strstr(gl_version, "Mesa"))
                                        r_shadow_shadowmappcf = 1;
                                else
-                                       r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler;
+                                       r_shadow_shadowmapsampler = r_shadow_shadowmapshadowsampler;
                        }
                        else
                        {
-                r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler;
+                r_shadow_shadowmapsampler = r_shadow_shadowmapshadowsampler;
                                switch (r_shadow_shadowmapfilterquality)
                                {
                                case 1:
@@ -505,17 +353,6 @@ static void R_Shadow_SetShadowMode(void)
                                r_shadow_shadowmapsampler = false;
                        r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
                        break;
-               case RENDERPATH_D3D9:
-               case RENDERPATH_D3D10:
-               case RENDERPATH_D3D11:
-               case RENDERPATH_SOFT:
-                       r_shadow_shadowmapsampler = false;
-                       r_shadow_shadowmappcf = 1;
-                       r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
-                       break;
-               case RENDERPATH_GL11:
-               case RENDERPATH_GL13:
-               case RENDERPATH_GLES1:
                case RENDERPATH_GLES2:
                        break;
                }
@@ -564,9 +401,7 @@ static void r_shadow_start(void)
        // allocate vertex processing arrays
        memset(&r_shadow_bouncegrid_state, 0, sizeof(r_shadow_bouncegrid_state));
        r_shadow_attenuationgradienttexture = NULL;
-       r_shadow_attenuation2dtexture = NULL;
-       r_shadow_attenuation3dtexture = NULL;
-       r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
+       r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
        r_shadow_shadowmap2ddepthtexture = NULL;
        r_shadow_shadowmap2ddepthbuffer = NULL;
        r_shadow_shadowmapvsdcttexture = NULL;
@@ -583,7 +418,6 @@ static void r_shadow_start(void)
 
        r_shadow_texturepool = NULL;
        r_shadow_filters_texturepool = NULL;
-       R_Shadow_ValidateCvars();
        R_Shadow_MakeTextures();
        r_shadow_scenemaxlights = 0;
        r_shadow_scenenumlights = 0;
@@ -625,22 +459,13 @@ static void r_shadow_start(void)
        // these out per frame...
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
                r_shadow_bouncegrid_state.allowdirectionalshading = true;
-               r_shadow_bouncegrid_state.capable = vid.support.ext_texture_3d;
+               r_shadow_bouncegrid_state.capable = true;
                break;
        case RENDERPATH_GLES2:
                // for performance reasons, do not use directional shading on GLES devices
-               r_shadow_bouncegrid_state.capable = vid.support.ext_texture_3d;
-               break;
-               // these renderpaths do not currently have the code to display the bouncegrid, so disable it on them...
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GLES1:
-       case RENDERPATH_SOFT:
-       case RENDERPATH_D3D9:
-       case RENDERPATH_D3D10:
-       case RENDERPATH_D3D11:
+               r_shadow_bouncegrid_state.capable = true;
                break;
        }
 }
@@ -673,8 +498,6 @@ static void r_shadow_shutdown(void)
        r_shadow_bouncegrid_state.maxsplatpaths = 0;
        memset(&r_shadow_bouncegrid_state, 0, sizeof(r_shadow_bouncegrid_state));
        r_shadow_attenuationgradienttexture = NULL;
-       r_shadow_attenuation2dtexture = NULL;
-       r_shadow_attenuation3dtexture = NULL;
        R_FreeTexturePool(&r_shadow_texturepool);
        R_FreeTexturePool(&r_shadow_filters_texturepool);
        maxshadowtriangles = 0;
@@ -808,13 +631,12 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
        Cvar_RegisterVariable(&r_shadow_sortsurfaces);
-       Cvar_RegisterVariable(&r_shadow_polygonfactor);
-       Cvar_RegisterVariable(&r_shadow_polygonoffset);
-       Cvar_RegisterVariable(&r_shadow_texture3d);
        Cvar_RegisterVariable(&r_shadow_culllights_pvs);
        Cvar_RegisterVariable(&r_shadow_culllights_trace);
        Cvar_RegisterVariable(&r_shadow_culllights_trace_eyejitter);
        Cvar_RegisterVariable(&r_shadow_culllights_trace_enlarge);
+       Cvar_RegisterVariable(&r_shadow_culllights_trace_expand);
+       Cvar_RegisterVariable(&r_shadow_culllights_trace_pad);
        Cvar_RegisterVariable(&r_shadow_culllights_trace_samples);
        Cvar_RegisterVariable(&r_shadow_culllights_trace_tempsamples);
        Cvar_RegisterVariable(&r_shadow_culllights_trace_delay);
@@ -858,8 +680,6 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
        Cvar_RegisterVariable(&r_coronas_occlusionquery);
        Cvar_RegisterVariable(&gl_flashblend);
-       Cvar_RegisterVariable(&gl_ext_separatestencil);
-       Cvar_RegisterVariable(&gl_ext_stenciltwoside);
        R_Shadow_EditLights_Init();
        Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
        r_shadow_scenemaxlights = 0;
@@ -1024,476 +844,6 @@ void R_Shadow_PrepareShadowSides(int numtris)
        numshadowsides = 0;
 }
 
-static int R_Shadow_ConstructShadowVolume_ZFail(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
-{
-       int i, j;
-       int outtriangles = 0, outvertices = 0;
-       const int *element;
-       const float *vertex;
-       float ratio, direction[3], projectvector[3];
-
-       if (projectdirection)
-               VectorScale(projectdirection, projectdistance, projectvector);
-       else
-               VectorClear(projectvector);
-
-       // create the vertices
-       if (projectdirection)
-       {
-               for (i = 0;i < numshadowmarktris;i++)
-               {
-                       element = inelement3i + shadowmarktris[i] * 3;
-                       for (j = 0;j < 3;j++)
-                       {
-                               if (vertexupdate[element[j]] != vertexupdatenum)
-                               {
-                                       vertexupdate[element[j]] = vertexupdatenum;
-                                       vertexremap[element[j]] = outvertices;
-                                       vertex = invertex3f + element[j] * 3;
-                                       // project one copy of the vertex according to projectvector
-                                       VectorCopy(vertex, outvertex3f);
-                                       VectorAdd(vertex, projectvector, (outvertex3f + 3));
-                                       outvertex3f += 6;
-                                       outvertices += 2;
-                               }
-                       }
-               }
-       }
-       else
-       {
-               for (i = 0;i < numshadowmarktris;i++)
-               {
-                       element = inelement3i + shadowmarktris[i] * 3;
-                       for (j = 0;j < 3;j++)
-                       {
-                               if (vertexupdate[element[j]] != vertexupdatenum)
-                               {
-                                       vertexupdate[element[j]] = vertexupdatenum;
-                                       vertexremap[element[j]] = outvertices;
-                                       vertex = invertex3f + element[j] * 3;
-                                       // project one copy of the vertex to the sphere radius of the light
-                                       // (FIXME: would projecting it to the light box be better?)
-                                       VectorSubtract(vertex, projectorigin, direction);
-                                       ratio = projectdistance / VectorLength(direction);
-                                       VectorCopy(vertex, outvertex3f);
-                                       VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
-                                       outvertex3f += 6;
-                                       outvertices += 2;
-                               }
-                       }
-               }
-       }
-
-       if (r_shadow_frontsidecasting.integer)
-       {
-               for (i = 0;i < numshadowmarktris;i++)
-               {
-                       int remappedelement[3];
-                       int markindex;
-                       const int *neighbortriangle;
-
-                       markindex = shadowmarktris[i] * 3;
-                       element = inelement3i + markindex;
-                       neighbortriangle = inneighbor3i + markindex;
-                       // output the front and back triangles
-                       outelement3i[0] = vertexremap[element[0]];
-                       outelement3i[1] = vertexremap[element[1]];
-                       outelement3i[2] = vertexremap[element[2]];
-                       outelement3i[3] = vertexremap[element[2]] + 1;
-                       outelement3i[4] = vertexremap[element[1]] + 1;
-                       outelement3i[5] = vertexremap[element[0]] + 1;
-
-                       outelement3i += 6;
-                       outtriangles += 2;
-                       // output the sides (facing outward from this triangle)
-                       if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
-                       {
-                               remappedelement[0] = vertexremap[element[0]];
-                               remappedelement[1] = vertexremap[element[1]];
-                               outelement3i[0] = remappedelement[1];
-                               outelement3i[1] = remappedelement[0];
-                               outelement3i[2] = remappedelement[0] + 1;
-                               outelement3i[3] = remappedelement[1];
-                               outelement3i[4] = remappedelement[0] + 1;
-                               outelement3i[5] = remappedelement[1] + 1;
-
-                               outelement3i += 6;
-                               outtriangles += 2;
-                       }
-                       if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
-                       {
-                               remappedelement[1] = vertexremap[element[1]];
-                               remappedelement[2] = vertexremap[element[2]];
-                               outelement3i[0] = remappedelement[2];
-                               outelement3i[1] = remappedelement[1];
-                               outelement3i[2] = remappedelement[1] + 1;
-                               outelement3i[3] = remappedelement[2];
-                               outelement3i[4] = remappedelement[1] + 1;
-                               outelement3i[5] = remappedelement[2] + 1;
-
-                               outelement3i += 6;
-                               outtriangles += 2;
-                       }
-                       if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
-                       {
-                               remappedelement[0] = vertexremap[element[0]];
-                               remappedelement[2] = vertexremap[element[2]];
-                               outelement3i[0] = remappedelement[0];
-                               outelement3i[1] = remappedelement[2];
-                               outelement3i[2] = remappedelement[2] + 1;
-                               outelement3i[3] = remappedelement[0];
-                               outelement3i[4] = remappedelement[2] + 1;
-                               outelement3i[5] = remappedelement[0] + 1;
-
-                               outelement3i += 6;
-                               outtriangles += 2;
-                       }
-               }
-       }
-       else
-       {
-               for (i = 0;i < numshadowmarktris;i++)
-               {
-                       int remappedelement[3];
-                       int markindex;
-                       const int *neighbortriangle;
-
-                       markindex = shadowmarktris[i] * 3;
-                       element = inelement3i + markindex;
-                       neighbortriangle = inneighbor3i + markindex;
-                       // output the front and back triangles
-                       outelement3i[0] = vertexremap[element[2]];
-                       outelement3i[1] = vertexremap[element[1]];
-                       outelement3i[2] = vertexremap[element[0]];
-                       outelement3i[3] = vertexremap[element[0]] + 1;
-                       outelement3i[4] = vertexremap[element[1]] + 1;
-                       outelement3i[5] = vertexremap[element[2]] + 1;
-
-                       outelement3i += 6;
-                       outtriangles += 2;
-                       // output the sides (facing outward from this triangle)
-                       if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
-                       {
-                               remappedelement[0] = vertexremap[element[0]];
-                               remappedelement[1] = vertexremap[element[1]];
-                               outelement3i[0] = remappedelement[0];
-                               outelement3i[1] = remappedelement[1];
-                               outelement3i[2] = remappedelement[1] + 1;
-                               outelement3i[3] = remappedelement[0];
-                               outelement3i[4] = remappedelement[1] + 1;
-                               outelement3i[5] = remappedelement[0] + 1;
-
-                               outelement3i += 6;
-                               outtriangles += 2;
-                       }
-                       if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
-                       {
-                               remappedelement[1] = vertexremap[element[1]];
-                               remappedelement[2] = vertexremap[element[2]];
-                               outelement3i[0] = remappedelement[1];
-                               outelement3i[1] = remappedelement[2];
-                               outelement3i[2] = remappedelement[2] + 1;
-                               outelement3i[3] = remappedelement[1];
-                               outelement3i[4] = remappedelement[2] + 1;
-                               outelement3i[5] = remappedelement[1] + 1;
-
-                               outelement3i += 6;
-                               outtriangles += 2;
-                       }
-                       if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
-                       {
-                               remappedelement[0] = vertexremap[element[0]];
-                               remappedelement[2] = vertexremap[element[2]];
-                               outelement3i[0] = remappedelement[2];
-                               outelement3i[1] = remappedelement[0];
-                               outelement3i[2] = remappedelement[0] + 1;
-                               outelement3i[3] = remappedelement[2];
-                               outelement3i[4] = remappedelement[0] + 1;
-                               outelement3i[5] = remappedelement[2] + 1;
-
-                               outelement3i += 6;
-                               outtriangles += 2;
-                       }
-               }
-       }
-       if (outnumvertices)
-               *outnumvertices = outvertices;
-       return outtriangles;
-}
-
-static int R_Shadow_ConstructShadowVolume_ZPass(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
-{
-       int i, j, k;
-       int outtriangles = 0, outvertices = 0;
-       const int *element;
-       const float *vertex;
-       float ratio, direction[3], projectvector[3];
-       qboolean side[4];
-
-       if (projectdirection)
-               VectorScale(projectdirection, projectdistance, projectvector);
-       else
-               VectorClear(projectvector);
-
-       for (i = 0;i < numshadowmarktris;i++)
-       {
-               int remappedelement[3];
-               int markindex;
-               const int *neighbortriangle;
-
-               markindex = shadowmarktris[i] * 3;
-               neighbortriangle = inneighbor3i + markindex;
-               side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
-               side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
-               side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
-               if (side[0] + side[1] + side[2] == 0)
-                       continue;
-
-               side[3] = side[0];
-               element = inelement3i + markindex;
-
-               // create the vertices
-               for (j = 0;j < 3;j++)
-               {
-                       if (side[j] + side[j+1] == 0)
-                               continue;
-                       k = element[j];
-                       if (vertexupdate[k] != vertexupdatenum)
-                       {
-                               vertexupdate[k] = vertexupdatenum;
-                               vertexremap[k] = outvertices;
-                               vertex = invertex3f + k * 3;
-                               VectorCopy(vertex, outvertex3f);
-                               if (projectdirection)
-                               {
-                                       // project one copy of the vertex according to projectvector
-                                       VectorAdd(vertex, projectvector, (outvertex3f + 3));
-                               }
-                               else
-                               {
-                                       // project one copy of the vertex to the sphere radius of the light
-                                       // (FIXME: would projecting it to the light box be better?)
-                                       VectorSubtract(vertex, projectorigin, direction);
-                                       ratio = projectdistance / VectorLength(direction);
-                                       VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
-                               }
-                               outvertex3f += 6;
-                               outvertices += 2;
-                       }
-               }
-
-               // output the sides (facing outward from this triangle)
-               if (!side[0])
-               {
-                       remappedelement[0] = vertexremap[element[0]];
-                       remappedelement[1] = vertexremap[element[1]];
-                       outelement3i[0] = remappedelement[1];
-                       outelement3i[1] = remappedelement[0];
-                       outelement3i[2] = remappedelement[0] + 1;
-                       outelement3i[3] = remappedelement[1];
-                       outelement3i[4] = remappedelement[0] + 1;
-                       outelement3i[5] = remappedelement[1] + 1;
-
-                       outelement3i += 6;
-                       outtriangles += 2;
-               }
-               if (!side[1])
-               {
-                       remappedelement[1] = vertexremap[element[1]];
-                       remappedelement[2] = vertexremap[element[2]];
-                       outelement3i[0] = remappedelement[2];
-                       outelement3i[1] = remappedelement[1];
-                       outelement3i[2] = remappedelement[1] + 1;
-                       outelement3i[3] = remappedelement[2];
-                       outelement3i[4] = remappedelement[1] + 1;
-                       outelement3i[5] = remappedelement[2] + 1;
-
-                       outelement3i += 6;
-                       outtriangles += 2;
-               }
-               if (!side[2])
-               {
-                       remappedelement[0] = vertexremap[element[0]];
-                       remappedelement[2] = vertexremap[element[2]];
-                       outelement3i[0] = remappedelement[0];
-                       outelement3i[1] = remappedelement[2];
-                       outelement3i[2] = remappedelement[2] + 1;
-                       outelement3i[3] = remappedelement[0];
-                       outelement3i[4] = remappedelement[2] + 1;
-                       outelement3i[5] = remappedelement[0] + 1;
-
-                       outelement3i += 6;
-                       outtriangles += 2;
-               }
-       }
-       if (outnumvertices)
-               *outnumvertices = outvertices;
-       return outtriangles;
-}
-
-void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
-{
-       int t, tend;
-       const int *e;
-       const float *v[3];
-       float normal[3];
-       if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
-               return;
-       tend = firsttriangle + numtris;
-       if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
-       {
-               // surface box entirely inside light box, no box cull
-               if (projectdirection)
-               {
-                       for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
-                       {
-                               TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
-                               if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
-                                       shadowmarklist[numshadowmark++] = t;
-                       }
-               }
-               else
-               {
-                       for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
-                               if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
-                                       shadowmarklist[numshadowmark++] = t;
-               }
-       }
-       else
-       {
-               // surface box not entirely inside light box, cull each triangle
-               if (projectdirection)
-               {
-                       for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
-                       {
-                               v[0] = invertex3f + e[0] * 3;
-                               v[1] = invertex3f + e[1] * 3;
-                               v[2] = invertex3f + e[2] * 3;
-                               TriangleNormal(v[0], v[1], v[2], normal);
-                               if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
-                                && TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
-                                       shadowmarklist[numshadowmark++] = t;
-                       }
-               }
-               else
-               {
-                       for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
-                       {
-                               v[0] = invertex3f + e[0] * 3;
-                               v[1] = invertex3f + e[1] * 3;
-                               v[2] = invertex3f + e[2] * 3;
-                               if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
-                                && TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
-                                       shadowmarklist[numshadowmark++] = t;
-                       }
-               }
-       }
-}
-
-static qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
-{
-#if 1
-       return false;
-#else
-       if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
-               return false;
-       // check if the shadow volume intersects the near plane
-       //
-       // a ray between the eye and light origin may intersect the caster,
-       // indicating that the shadow may touch the eye location, however we must
-       // test the near plane (a polygon), not merely the eye location, so it is
-       // easiest to enlarge the caster bounding shape slightly for this.
-       // TODO
-       return true;
-#endif
-}
-
-void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris, vec3_t trismins, vec3_t trismaxs)
-{
-       int i, tris, outverts;
-       if (projectdistance < 0.1)
-       {
-               Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
-               return;
-       }
-       if (!numverts || !nummarktris)
-               return;
-       // make sure shadowelements is big enough for this volume
-       if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
-               R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
-
-       if (maxvertexupdate < numverts)
-       {
-               maxvertexupdate = numverts;
-               if (vertexupdate)
-                       Mem_Free(vertexupdate);
-               if (vertexremap)
-                       Mem_Free(vertexremap);
-               vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
-               vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
-               vertexupdatenum = 0;
-       }
-       vertexupdatenum++;
-       if (vertexupdatenum == 0)
-       {
-               vertexupdatenum = 1;
-               memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
-               memset(vertexremap, 0, maxvertexupdate * sizeof(int));
-       }
-
-       for (i = 0;i < nummarktris;i++)
-               shadowmark[marktris[i]] = shadowmarkcount;
-
-       if (r_shadow_compilingrtlight)
-       {
-               // if we're compiling an rtlight, capture the mesh
-               //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
-               //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
-               tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
-               Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
-       }
-       else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
-       {
-               tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
-               R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL, 0);
-               R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
-       }
-       else
-       {
-               // decide which type of shadow to generate and set stencil mode
-               R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
-               // generate the sides or a solid volume, depending on type
-               if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
-                       tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
-               else
-                       tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
-               r_refdef.stats[r_stat_lights_dynamicshadowtriangles] += tris;
-               r_refdef.stats[r_stat_lights_shadowtriangles] += tris;
-               if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
-               {
-                       // increment stencil if frontface is infront of depthbuffer
-                       GL_CullFace(r_refdef.view.cullface_front);
-                       R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
-                       R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
-                       // decrement stencil if backface is infront of depthbuffer
-                       GL_CullFace(r_refdef.view.cullface_back);
-                       R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
-               }
-               else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
-               {
-                       // decrement stencil if backface is behind depthbuffer
-                       GL_CullFace(r_refdef.view.cullface_front);
-                       R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
-                       R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
-                       // increment stencil if frontface is behind depthbuffer
-                       GL_CullFace(r_refdef.view.cullface_back);
-                       R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
-               }
-               R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL, 0);
-               R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
-       }
-}
-
 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
 {
        // p1, p2, p3 are in the cubemap's local coordinate system
@@ -1829,8 +1179,8 @@ void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f
                        }
                }
        }
-                       
-       Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
+
+       Mod_ShadowMesh_AddMesh(r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, vertex3f, outtriangles, shadowelements);
 }
 
 static void R_Shadow_MakeTextures_MakeCorona(void)
@@ -1852,7 +1202,7 @@ static void R_Shadow_MakeTextures_MakeCorona(void)
                        pixels[y][x][3] = 255;
                }
        }
-       r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32, false);
+       r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32, 0, 0, 0, false);
 }
 
 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
@@ -1865,7 +1215,7 @@ static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
 
 static void R_Shadow_MakeTextures(void)
 {
-       int x, y, z;
+       int x;
        float intensity, dist;
        unsigned int *data;
        R_Shadow_FreeShadowMaps();
@@ -1885,22 +1235,6 @@ static void R_Shadow_MakeTextures(void)
        for (x = 0;x < ATTEN1DSIZE;x++)
                data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
        r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
-       // 2D circle texture
-       for (y = 0;y < ATTEN2DSIZE;y++)
-               for (x = 0;x < ATTEN2DSIZE;x++)
-                       data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0);
-       r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
-       // 3D sphere texture
-       if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
-       {
-               for (z = 0;z < ATTEN3DSIZE;z++)
-                       for (y = 0;y < ATTEN3DSIZE;y++)
-                               for (x = 0;x < ATTEN3DSIZE;x++)
-                                       data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375));
-               r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
-       }
-       else
-               r_shadow_attenuation3dtexture = NULL;
        Mem_Free(data);
 
        R_Shadow_MakeTextures_MakeCorona();
@@ -2016,27 +1350,14 @@ static void R_Shadow_MakeTextures(void)
        , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
 }
 
-void R_Shadow_ValidateCvars(void)
-{
-       if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
-               Cvar_SetValueQuick(&r_shadow_texture3d, 0);
-       if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
-               Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
-       if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
-               Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
-}
-
 void R_Shadow_RenderMode_Begin(void)
 {
 #if 0
        GLint drawbuffer;
        GLint readbuffer;
 #endif
-       R_Shadow_ValidateCvars();
 
-       if (!r_shadow_attenuation2dtexture
-        || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
-        || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
+       if (r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
         || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
                R_Shadow_MakeTextures();
 
@@ -2051,46 +1372,7 @@ void R_Shadow_RenderMode_Begin(void)
        GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
        
        r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
-
-       if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
-       {
-               r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
-               r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
-       }
-       else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
-       {
-               r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
-               r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
-       }
-       else
-       {
-               r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
-               r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
-       }
-
-       switch(vid.renderpath)
-       {
-       case RENDERPATH_GL20:
-       case RENDERPATH_D3D9:
-       case RENDERPATH_D3D10:
-       case RENDERPATH_D3D11:
-       case RENDERPATH_SOFT:
-       case RENDERPATH_GLES2:
-               r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
-               break;
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GLES1:
-               if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
-                       r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
-               else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
-                       r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
-               else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
-                       r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
-               else
-                       r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
-               break;
-       }
+       r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
 
        CHECKGLERROR
 #if 0
@@ -2111,7 +1393,7 @@ void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
 void R_Shadow_RenderMode_Reset(void)
 {
        R_Mesh_ResetTextureState();
-       R_Mesh_SetRenderTargets(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture, NULL, NULL, NULL);
+       R_Mesh_SetRenderTargets(r_shadow_viewfbo, r_shadow_viewdepthtexture, r_shadow_viewcolortexture, NULL, NULL, NULL);
        R_SetViewport(&r_refdef.view.viewport);
        GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
        GL_DepthRange(0, 1);
@@ -2127,42 +1409,14 @@ void R_Shadow_RenderMode_Reset(void)
        GL_BlendFunc(GL_ONE, GL_ZERO);
        R_SetupShader_Generic_NoTexture(false, false);
        r_shadow_usingshadowmap2d = false;
-       R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
 }
 
 void R_Shadow_ClearStencil(void)
 {
-       GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 128);
+       GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 0);
        r_refdef.stats[r_stat_lights_clears]++;
 }
 
-void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
-{
-       r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
-       if (r_shadow_rendermode == mode)
-               return;
-       R_Shadow_RenderMode_Reset();
-       GL_DepthFunc(GL_LESS);
-       GL_ColorMask(0, 0, 0, 0);
-       GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
-       GL_CullFace(GL_NONE);
-       R_SetupShader_DepthOrShadow(false, false, false); // FIXME test if we have a skeletal model?
-       r_shadow_rendermode = mode;
-       switch(mode)
-       {
-       default:
-               break;
-       case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
-       case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
-               R_SetStencilSeparate(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, GL_ALWAYS, 128, 255);
-               break;
-       case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
-       case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
-               R_SetStencilSeparate(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, GL_ALWAYS, 128, 255);
-               break;
-       }
-}
-
 static void R_Shadow_MakeVSDCT(void)
 {
        // maps to a 2x3 texture rectangle with normalized coordinates
@@ -2242,21 +1496,10 @@ void R_Shadow_ClearShadowMapTexture(void)
                GL_ColorMask(0, 0, 0, 0);
        switch (vid.renderpath)
        {
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL20:
-       case RENDERPATH_SOFT:
-       case RENDERPATH_GLES1:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                GL_CullFace(r_refdef.view.cullface_back);
                break;
-       case RENDERPATH_D3D9:
-       case RENDERPATH_D3D10:
-       case RENDERPATH_D3D11:
-               // we invert the cull mode because we flip the projection matrix
-               // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
-               GL_CullFace(r_refdef.view.cullface_front);
-               break;
        }
        Vector4Set(clearcolor, 1, 1, 1, 1);
        if (r_shadow_shadowmap2ddepthbuffer)
@@ -2328,28 +1571,17 @@ static void R_Shadow_RenderMode_ShadowMap(int side, int size, int x, int y)
                GL_ColorMask(0,0,0,0);
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL20:
-       case RENDERPATH_SOFT:
-       case RENDERPATH_GLES1:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                GL_CullFace(r_refdef.view.cullface_back);
                break;
-       case RENDERPATH_D3D9:
-       case RENDERPATH_D3D10:
-       case RENDERPATH_D3D11:
-               // we invert the cull mode because we flip the projection matrix
-               // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
-               GL_CullFace(r_refdef.view.cullface_front);
-               break;
        }
 
        // used in R_Q1BSP_DrawShadowMap code to check surfacesides[]
        r_shadow_shadowmapside = side;
 }
 
-void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping, qboolean noselfshadowpass)
+void R_Shadow_RenderMode_Lighting(qboolean transparent, qboolean shadowmapping, qboolean noselfshadowpass)
 {
        R_Mesh_ResetTextureState();
        if (transparent)
@@ -2370,12 +1602,6 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qb
                GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
        r_shadow_usingshadowmap2d = shadowmapping;
        r_shadow_rendermode = r_shadow_lightingrendermode;
-       // only draw light where this geometry was already rendered AND the
-       // stencil is 128 (values other than this mean shadow)
-       if (stenciltest)
-               R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
-       else
-               R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
 }
 
 static const unsigned short bboxelements[36] =
@@ -2410,7 +1636,6 @@ void R_Shadow_RenderMode_DrawDeferredLight(qboolean shadowmapping)
        r_shadow_rendermode = r_shadow_lightingrendermode;
        R_EntityMatrix(&identitymatrix);
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-       R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
        if (rsurface.rtlight->specularscale > 0 && r_shadow_gloss.integer > 0)
                R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
        else
@@ -2700,21 +1925,9 @@ static void R_Shadow_BounceGrid_UpdateSpacing(void)
        c[1] = (int)floor(size[1] / spacing[1] + 0.5f);
        c[2] = (int)floor(size[2] / spacing[2] + 0.5f);
        // figure out the exact texture size (honoring power of 2 if required)
-       c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
-       c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
-       c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
-       if (vid.support.arb_texture_non_power_of_two)
-       {
-               resolution[0] = c[0];
-               resolution[1] = c[1];
-               resolution[2] = c[2];
-       }
-       else
-       {
-               for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
-               for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
-               for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
-       }
+       resolution[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
+       resolution[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
+       resolution[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
        size[0] = spacing[0] * resolution[0];
        size[1] = spacing[1] * resolution[1];
        size[2] = spacing[2] * resolution[2];
@@ -2727,22 +1940,10 @@ static void R_Shadow_BounceGrid_UpdateSpacing(void)
                c[0] = r_shadow_bouncegrid_dynamic_x.integer;
                c[1] = r_shadow_bouncegrid_dynamic_y.integer;
                c[2] = r_shadow_bouncegrid_dynamic_z.integer;
-               // now we can calculate the texture size (power of 2 if required)
-               c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
-               c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
-               c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
-               if (vid.support.arb_texture_non_power_of_two)
-               {
-                       resolution[0] = c[0];
-                       resolution[1] = c[1];
-                       resolution[2] = c[2];
-               }
-               else
-               {
-                       for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
-                       for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
-                       for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
-               }
+               // now we can calculate the texture size
+               resolution[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
+               resolution[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
+               resolution[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
                size[0] = spacing[0] * resolution[0];
                size[1] = spacing[1] * resolution[1];
                size[2] = spacing[2] * resolution[2];
@@ -2871,7 +2072,7 @@ static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *se
                        // is probably fine (and they use the same timer)
                        if (r_shadow_culllights_trace.integer)
                        {
-                               if (rtlight->trace_timer != realtime && R_CanSeeBox(rtlight->trace_timer == 0 ? r_shadow_culllights_trace_tempsamples.integer : r_shadow_culllights_trace_samples.integer, r_shadow_culllights_trace_eyejitter.value, r_shadow_culllights_trace_enlarge.value, r_refdef.view.origin, rtlight->cullmins, rtlight->cullmaxs))
+                               if (rtlight->trace_timer != realtime && R_CanSeeBox(rtlight->trace_timer == 0 ? r_shadow_culllights_trace_tempsamples.integer : r_shadow_culllights_trace_samples.integer, r_shadow_culllights_trace_eyejitter.value, r_shadow_culllights_trace_enlarge.value, r_shadow_culllights_trace_expand.value, r_shadow_culllights_trace_pad.value, r_refdef.view.origin, rtlight->cullmins, rtlight->cullmaxs))
                                        rtlight->trace_timer = realtime;
                                if (realtime - rtlight->trace_timer > r_shadow_culllights_trace_delay.value)
                                        return;
@@ -3628,19 +2829,7 @@ void R_Shadow_UpdateBounceGridTexture(void)
        }
 }
 
-void R_Shadow_RenderMode_VisibleShadowVolumes(void)
-{
-       R_Shadow_RenderMode_Reset();
-       GL_BlendFunc(GL_ONE, GL_ONE);
-       GL_DepthRange(0, 1);
-       GL_DepthTest(r_showshadowvolumes.integer < 2);
-       GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
-       GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
-       GL_CullFace(GL_NONE);
-       r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
-}
-
-void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
+void R_Shadow_RenderMode_VisibleLighting(qboolean transparent)
 {
        R_Shadow_RenderMode_Reset();
        GL_BlendFunc(GL_ONE, GL_ONE);
@@ -3649,7 +2838,6 @@ void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transpar
        GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
        if (!transparent)
                GL_DepthFunc(GL_EQUAL);
-       R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
        r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
 }
 
@@ -3701,176 +2889,6 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
        return false;
 }
 
-static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor)
-{
-       int i;
-       const float *vertex3f;
-       const float *normal3f;
-       float *color4f;
-       float dist, dot, distintensity, shadeintensity, v[3], n[3];
-       switch (r_shadow_rendermode)
-       {
-       case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
-       case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
-               if (VectorLength2(diffusecolor) > 0)
-               {
-                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
-                       {
-                               Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
-                               Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
-                               if ((dot = DotProduct(n, v)) < 0)
-                               {
-                                       shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
-                                       VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
-                               }
-                               else
-                                       VectorCopy(ambientcolor, color4f);
-                               if (r_refdef.fogenabled)
-                               {
-                                       float f;
-                                       f = RSurf_FogVertex(vertex3f);
-                                       VectorScale(color4f, f, color4f);
-                               }
-                               color4f[3] = 1;
-                       }
-               }
-               else
-               {
-                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
-                       {
-                               VectorCopy(ambientcolor, color4f);
-                               if (r_refdef.fogenabled)
-                               {
-                                       float f;
-                                       Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
-                                       f = RSurf_FogVertex(vertex3f);
-                                       VectorScale(color4f + 4*i, f, color4f);
-                               }
-                               color4f[3] = 1;
-                       }
-               }
-               break;
-       case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
-               if (VectorLength2(diffusecolor) > 0)
-               {
-                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
-                       {
-                               Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
-                               if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
-                               {
-                                       Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
-                                       if ((dot = DotProduct(n, v)) < 0)
-                                       {
-                                               shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
-                                               color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
-                                               color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
-                                               color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
-                                       }
-                                       else
-                                       {
-                                               color4f[0] = ambientcolor[0] * distintensity;
-                                               color4f[1] = ambientcolor[1] * distintensity;
-                                               color4f[2] = ambientcolor[2] * distintensity;
-                                       }
-                                       if (r_refdef.fogenabled)
-                                       {
-                                               float f;
-                                               f = RSurf_FogVertex(vertex3f);
-                                               VectorScale(color4f, f, color4f);
-                                       }
-                               }
-                               else
-                                       VectorClear(color4f);
-                               color4f[3] = 1;
-                       }
-               }
-               else
-               {
-                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
-                       {
-                               Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
-                               if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
-                               {
-                                       color4f[0] = ambientcolor[0] * distintensity;
-                                       color4f[1] = ambientcolor[1] * distintensity;
-                                       color4f[2] = ambientcolor[2] * distintensity;
-                                       if (r_refdef.fogenabled)
-                                       {
-                                               float f;
-                                               f = RSurf_FogVertex(vertex3f);
-                                               VectorScale(color4f, f, color4f);
-                                       }
-                               }
-                               else
-                                       VectorClear(color4f);
-                               color4f[3] = 1;
-                       }
-               }
-               break;
-       case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
-               if (VectorLength2(diffusecolor) > 0)
-               {
-                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
-                       {
-                               Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
-                               if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
-                               {
-                                       distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
-                                       Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
-                                       if ((dot = DotProduct(n, v)) < 0)
-                                       {
-                                               shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
-                                               color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
-                                               color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
-                                               color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
-                                       }
-                                       else
-                                       {
-                                               color4f[0] = ambientcolor[0] * distintensity;
-                                               color4f[1] = ambientcolor[1] * distintensity;
-                                               color4f[2] = ambientcolor[2] * distintensity;
-                                       }
-                                       if (r_refdef.fogenabled)
-                                       {
-                                               float f;
-                                               f = RSurf_FogVertex(vertex3f);
-                                               VectorScale(color4f, f, color4f);
-                                       }
-                               }
-                               else
-                                       VectorClear(color4f);
-                               color4f[3] = 1;
-                       }
-               }
-               else
-               {
-                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
-                       {
-                               Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
-                               if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
-                               {
-                                       distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
-                                       color4f[0] = ambientcolor[0] * distintensity;
-                                       color4f[1] = ambientcolor[1] * distintensity;
-                                       color4f[2] = ambientcolor[2] * distintensity;
-                                       if (r_refdef.fogenabled)
-                                       {
-                                               float f;
-                                               f = RSurf_FogVertex(vertex3f);
-                                               VectorScale(color4f, f, color4f);
-                                       }
-                               }
-                               else
-                                       VectorClear(color4f);
-                               color4f[3] = 1;
-                       }
-               }
-               break;
-       default:
-               break;
-       }
-}
-
 static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
 {
        // used to display how many times a surface is lit for level design purposes
@@ -3879,193 +2897,38 @@ static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, cons
        RSurf_DrawBatch();
 }
 
-static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
-{
-       // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
-       R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL, false);
-       RSurf_DrawBatch();
-}
-
-static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
-{
-       int renders;
-       int i;
-       int stop;
-       int newfirstvertex;
-       int newlastvertex;
-       int newnumtriangles;
-       int *newe;
-       const int *e;
-       float *c;
-       int maxtriangles = 1024;
-       int newelements[1024*3];
-       R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2);
-       for (renders = 0;renders < 4;renders++)
-       {
-               stop = true;
-               newfirstvertex = 0;
-               newlastvertex = 0;
-               newnumtriangles = 0;
-               newe = newelements;
-               // due to low fillrate on the cards this vertex lighting path is
-               // designed for, we manually cull all triangles that do not
-               // contain a lit vertex
-               // this builds batches of triangles from multiple surfaces and
-               // renders them at once
-               for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
-               {
-                       if (VectorLength2(rsurface.passcolor4f + e[0] * 4) + VectorLength2(rsurface.passcolor4f + e[1] * 4) + VectorLength2(rsurface.passcolor4f + e[2] * 4) >= 0.01)
-                       {
-                               if (newnumtriangles)
-                               {
-                                       newfirstvertex = min(newfirstvertex, e[0]);
-                                       newlastvertex  = max(newlastvertex, e[0]);
-                               }
-                               else
-                               {
-                                       newfirstvertex = e[0];
-                                       newlastvertex = e[0];
-                               }
-                               newfirstvertex = min(newfirstvertex, e[1]);
-                               newlastvertex  = max(newlastvertex, e[1]);
-                               newfirstvertex = min(newfirstvertex, e[2]);
-                               newlastvertex  = max(newlastvertex, e[2]);
-                               newe[0] = e[0];
-                               newe[1] = e[1];
-                               newe[2] = e[2];
-                               newnumtriangles++;
-                               newe += 3;
-                               if (newnumtriangles >= maxtriangles)
-                               {
-                                       R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
-                                       newnumtriangles = 0;
-                                       newe = newelements;
-                                       stop = false;
-                               }
-                       }
-               }
-               if (newnumtriangles >= 1)
-               {
-                       R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
-                       stop = false;
-               }
-               // if we couldn't find any lit triangles, exit early
-               if (stop)
-                       break;
-               // now reduce the intensity for the next overbright pass
-               // we have to clamp to 0 here incase the drivers have improper
-               // handling of negative colors
-               // (some old drivers even have improper handling of >1 color)
-               stop = true;
-               for (i = 0, c = rsurface.passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
-               {
-                       if (c[0] > 1 || c[1] > 1 || c[2] > 1)
-                       {
-                               c[0] = max(0, c[0] - 1);
-                               c[1] = max(0, c[1] - 1);
-                               c[2] = max(0, c[2] - 1);
-                               stop = false;
-                       }
-                       else
-                               VectorClear(c);
-               }
-               // another check...
-               if (stop)
-                       break;
-       }
-}
-
-static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale)
-{
-       // OpenGL 1.1 path (anything)
-       float ambientcolorbase[3], diffusecolorbase[3];
-       float ambientcolorpants[3], diffusecolorpants[3];
-       float ambientcolorshirt[3], diffusecolorshirt[3];
-       const float *surfacecolor = rsurface.texture->dlightcolor;
-       const float *surfacepants = rsurface.colormap_pantscolor;
-       const float *surfaceshirt = rsurface.colormap_shirtcolor;
-       rtexture_t *basetexture = rsurface.texture->basetexture;
-       rtexture_t *pantstexture = rsurface.texture->pantstexture;
-       rtexture_t *shirttexture = rsurface.texture->shirttexture;
-       qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
-       qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
-       ambientscale *= 2 * r_refdef.view.colorscale;
-       diffusescale *= 2 * r_refdef.view.colorscale;
-       ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
-       diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
-       ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
-       diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
-       ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
-       diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
-       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
-       rsurface.passcolor4f = (float *)R_FrameData_Alloc((rsurface.batchfirstvertex + rsurface.batchnumvertices) * sizeof(float[4]));
-       R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
-       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
-       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
-       R_Mesh_TexBind(0, basetexture);
-       R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
-       R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
-       switch(r_shadow_rendermode)
-       {
-       case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
-               R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
-               R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
-               R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
-               R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
-               break;
-       case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
-               R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
-               R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
-               R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
-               R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
-               // fall through
-       case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
-               R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
-               R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
-               R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
-               R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
-               break;
-       case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
-               break;
-       default:
-               break;
-       }
-       //R_Mesh_TexBind(0, basetexture);
-       R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase);
-       if (dopants)
-       {
-               R_Mesh_TexBind(0, pantstexture);
-               R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants);
-       }
-       if (doshirt)
-       {
-               R_Mesh_TexBind(0, shirttexture);
-               R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt);
-       }
-}
-
+static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const float ambientcolor[3], const float diffusecolor[3], const float specularcolor[3])
+{
+       // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
+       R_SetupShader_Surface(ambientcolor, diffusecolor, specularcolor, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL, false);
+       RSurf_DrawBatch();
+}
+
 extern cvar_t gl_lightmaps;
 void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
 {
-       float ambientscale, diffusescale, specularscale;
        qboolean negated;
-       float lightcolor[3];
-       VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
-       ambientscale = rsurface.rtlight->ambientscale + rsurface.texture->rtlightambient;
-       diffusescale = rsurface.rtlight->diffusescale * max(0, 1.0 - rsurface.texture->rtlightambient);
-       specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
+       float ambientcolor[3], diffusecolor[3], specularcolor[3];
+       VectorM(rsurface.rtlight->ambientscale + rsurface.texture->rtlightambient, rsurface.texture->render_rtlight_diffuse, ambientcolor);
+       VectorM(rsurface.rtlight->diffusescale * max(0, 1.0 - rsurface.texture->rtlightambient), rsurface.texture->render_rtlight_diffuse, diffusecolor);
+       VectorM(rsurface.rtlight->specularscale, rsurface.texture->render_rtlight_specular, specularcolor);
        if (!r_shadow_usenormalmap.integer)
        {
-               ambientscale += 1.0f * diffusescale;
-               diffusescale = 0;
-               specularscale = 0;
+               VectorMAM(1.0f, ambientcolor, 1.0f, diffusecolor, ambientcolor);
+               VectorClear(diffusecolor);
+               VectorClear(specularcolor);
        }
-       if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
+       VectorMultiply(ambientcolor, rsurface.rtlight->currentcolor, ambientcolor);
+       VectorMultiply(diffusecolor, rsurface.rtlight->currentcolor, diffusecolor);
+       VectorMultiply(specularcolor, rsurface.rtlight->currentcolor, specularcolor);
+       if (VectorLength2(ambientcolor) + VectorLength2(diffusecolor) + VectorLength2(specularcolor) < (1.0f / 1048576.0f))
                return;
-       negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
+       negated = (rsurface.rtlight->currentcolor[0] + rsurface.rtlight->currentcolor[1] + rsurface.rtlight->currentcolor[2] < 0);
        if(negated)
        {
-               VectorNegate(lightcolor, lightcolor);
+               VectorNegate(ambientcolor, ambientcolor);
+               VectorNegate(diffusecolor, diffusecolor);
+               VectorNegate(specularcolor, specularcolor);
                GL_BlendEquationSubtract(true);
        }
        RSurf_SetupDepthAndCulling();
@@ -4076,13 +2939,7 @@ void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **textures
                R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist);
                break;
        case R_SHADOW_RENDERMODE_LIGHT_GLSL:
-               R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale, specularscale);
-               break;
-       case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
-       case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
-       case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
-       case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
-               R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale);
+               R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, ambientcolor, diffusecolor, specularcolor);
                break;
        default:
                Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
@@ -4139,11 +2996,10 @@ void R_RTLight_Compile(rtlight_t *rtlight)
 {
        int i;
        int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
-       int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
+       int lighttris, shadowtris;
        entity_render_t *ent = r_refdef.scene.worldentity;
        dp_model_t *model = r_refdef.scene.worldmodel;
        unsigned char *data;
-       shadowmesh_t *mesh;
 
        // compile the light
        rtlight->compiled = true;
@@ -4165,13 +3021,13 @@ void R_RTLight_Compile(rtlight_t *rtlight)
 
        if (model && model->GetLightInfo)
        {
-               // this variable must be set for the CompileShadowVolume/CompileShadowMap code
+               // this variable must be set for the CompileShadowMap code
                r_shadow_compilingrtlight = rtlight;
                R_FrameData_SetMark();
                model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, 0, NULL, rtlight->shadow == 0);
                R_FrameData_ReturnToMark();
                numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
-               numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
+               numshadowtrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
                numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
                data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
                rtlight->static_numsurfaces = numsurfaces;
@@ -4195,17 +3051,8 @@ void R_RTLight_Compile(rtlight_t *rtlight)
                if (rtlight->static_numlighttrispvsbytes)
                        memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
                R_FrameData_SetMark();
-               switch (rtlight->shadowmode)
-               {
-               case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
-                       if (model->CompileShadowMap && rtlight->shadow)
-                               model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
-                       break;
-               default:
-                       if (model->CompileShadowVolume && rtlight->shadow)
-                               model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
-                       break;
-               }
+               if (model->CompileShadowMap && rtlight->shadow)
+                       model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
                R_FrameData_ReturnToMark();
                // now we're done compiling the rtlight
                r_shadow_compilingrtlight = NULL;
@@ -4216,16 +3063,6 @@ void R_RTLight_Compile(rtlight_t *rtlight)
        //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
        //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
 
-       shadowzpasstris = 0;
-       if (rtlight->static_meshchain_shadow_zpass)
-               for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
-                       shadowzpasstris += mesh->numtriangles;
-
-       shadowzfailtris = 0;
-       if (rtlight->static_meshchain_shadow_zfail)
-               for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
-                       shadowzfailtris += mesh->numtriangles;
-
        lighttris = 0;
        if (rtlight->static_numlighttrispvsbytes)
                for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
@@ -4239,19 +3076,13 @@ void R_RTLight_Compile(rtlight_t *rtlight)
                                shadowtris++;
 
        if (developer_extra.integer)
-               Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i zpass/%i zfail compiled shadow volume triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowzpasstris, shadowzfailtris);
+               Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris);
 }
 
 void R_RTLight_Uncompile(rtlight_t *rtlight)
 {
        if (rtlight->compiled)
        {
-               if (rtlight->static_meshchain_shadow_zpass)
-                       Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
-               rtlight->static_meshchain_shadow_zpass = NULL;
-               if (rtlight->static_meshchain_shadow_zfail)
-                       Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
-               rtlight->static_meshchain_shadow_zfail = NULL;
                if (rtlight->static_meshchain_shadow_shadowmap)
                        Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
                rtlight->static_meshchain_shadow_shadowmap = NULL;
@@ -4457,101 +3288,25 @@ static void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
 
 static void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
 {
-       shadowmesh_t *mesh;
-
-       RSurf_ActiveWorldEntity();
+       RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
 
        if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
        {
-               CHECKGLERROR
-               GL_CullFace(GL_NONE);
-               mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
-               for (;mesh;mesh = mesh->next)
+               shadowmesh_t *mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
+               if (mesh->sidetotals[r_shadow_shadowmapside])
                {
-                       if (!mesh->sidetotals[r_shadow_shadowmapside])
-                               continue;
+                       CHECKGLERROR
+                       GL_CullFace(GL_NONE);
                        r_refdef.stats[r_stat_lights_shadowtriangles] += mesh->sidetotals[r_shadow_shadowmapside];
                        R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer, mesh->vbooffset_vertex3f);
                        R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
+                       CHECKGLERROR
                }
-               CHECKGLERROR
        }
        else if (r_refdef.scene.worldentity->model)
                r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
 
-       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
-}
-
-static void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
-{
-       qboolean zpass = false;
-       shadowmesh_t *mesh;
-       int t, tend;
-       int surfacelistindex;
-       msurface_t *surface;
-
-       // if triangle neighbors are disabled, shadowvolumes are disabled
-       if (r_refdef.scene.worldmodel->brush.shadowmesh ? !r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i : !r_refdef.scene.worldmodel->surfmesh.data_neighbor3i)
-               return;
-
-       RSurf_ActiveWorldEntity();
-
-       if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
-       {
-               CHECKGLERROR
-               if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
-               {
-                       zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
-                       R_Shadow_RenderMode_StencilShadowVolumes(zpass);
-               }
-               mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
-               for (;mesh;mesh = mesh->next)
-               {
-                       r_refdef.stats[r_stat_lights_shadowtriangles] += mesh->numtriangles;
-                       R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer, mesh->vbooffset_vertex3f);
-                       if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
-                       {
-                               // increment stencil if frontface is infront of depthbuffer
-                               GL_CullFace(r_refdef.view.cullface_back);
-                               R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
-                               R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
-                               // decrement stencil if backface is infront of depthbuffer
-                               GL_CullFace(r_refdef.view.cullface_front);
-                               R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
-                       }
-                       else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
-                       {
-                               // decrement stencil if backface is behind depthbuffer
-                               GL_CullFace(r_refdef.view.cullface_front);
-                               R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
-                               R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
-                               // increment stencil if frontface is behind depthbuffer
-                               GL_CullFace(r_refdef.view.cullface_back);
-                               R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
-                       }
-                       R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
-               }
-               CHECKGLERROR
-       }
-       else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
-       {
-               // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
-               R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
-               for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
-               {
-                       surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
-                       for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
-                               if (CHECKPVSBIT(trispvs, t))
-                                       shadowmarklist[numshadowmark++] = t;
-               }
-               R_Shadow_VolumeFromList(r_refdef.scene.worldmodel->brush.shadowmesh->numverts, r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles, r_refdef.scene.worldmodel->brush.shadowmesh->vertex3f, r_refdef.scene.worldmodel->brush.shadowmesh->element3i, r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.scene.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist, r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
-       }
-       else if (numsurfaces)
-       {
-               r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
-       }
-
-       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
+       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
 }
 
 static void R_Shadow_DrawEntityShadow(entity_render_t *ent)
@@ -4568,16 +3323,8 @@ static void R_Shadow_DrawEntityShadow(entity_render_t *ent)
        relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
        relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
        relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
-       switch (r_shadow_rendermode)
-       {
-       case R_SHADOW_RENDERMODE_SHADOWMAP2D:
-               ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
-               break;
-       default:
-               ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
-               break;
-       }
-       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
+       ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
+       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
 }
 
 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
@@ -4596,7 +3343,7 @@ static void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const uns
                return;
 
        // set up properties for rendering light onto this entity
-       RSurf_ActiveWorldEntity();
+       RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
        rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
        Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
        Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
@@ -4604,7 +3351,7 @@ static void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const uns
 
        r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
 
-       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
+       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
 }
 
 static void R_Shadow_DrawEntityLight(entity_render_t *ent)
@@ -4617,7 +3364,7 @@ static void R_Shadow_DrawEntityLight(entity_render_t *ent)
 
        model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
 
-       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
+       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
 }
 
 static void R_Shadow_PrepareLight(rtlight_t *rtlight)
@@ -4704,7 +3451,7 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight)
        // skip if the light box is not visible to traceline
        if (r_shadow_culllights_trace.integer)
        {
-               if (rtlight->trace_timer != realtime && R_CanSeeBox(rtlight->trace_timer == 0 ? r_shadow_culllights_trace_tempsamples.integer : r_shadow_culllights_trace_samples.integer, r_shadow_culllights_trace_eyejitter.value, r_shadow_culllights_trace_enlarge.value, r_refdef.view.origin, rtlight->cullmins, rtlight->cullmaxs))
+               if (rtlight->trace_timer != realtime && R_CanSeeBox(rtlight->trace_timer == 0 ? r_shadow_culllights_trace_tempsamples.integer : r_shadow_culllights_trace_samples.integer, r_shadow_culllights_trace_eyejitter.value, r_shadow_culllights_trace_enlarge.value, r_shadow_culllights_trace_expand.value, r_shadow_culllights_trace_pad.value, r_refdef.view.origin, rtlight->cullmins, rtlight->cullmaxs))
                        rtlight->trace_timer = realtime;
                if (realtime - rtlight->trace_timer > r_shadow_culllights_trace_delay.value)
                        return;
@@ -4810,7 +3557,7 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight)
                        // since it is lit, it probably also casts a shadow...
                        // about the VectorDistance2 - light emitting entities should not cast their own shadow
                        Matrix4x4_OriginFromMatrix(&ent->matrix, org);
-                       if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
+                       if ((ent->flags & RENDER_SHADOW) && model->DrawShadowMap && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
                        {
                                // note: exterior models without the RENDER_NOSELFSHADOW
                                // flag still create a RENDER_NOSELFSHADOW shadow but
@@ -4834,7 +3581,7 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight)
                                continue;
                        // about the VectorDistance2 - light emitting entities should not cast their own shadow
                        Matrix4x4_OriginFromMatrix(&ent->matrix, org);
-                       if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
+                       if ((ent->flags & RENDER_SHADOW) && model->DrawShadowMap && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
                        {
                                if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
                                        shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
@@ -4895,7 +3642,7 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight)
        rtlight->cached_shadowentities_noselfshadow    = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
        if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
        {
-               int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
+               int numshadowtrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
                int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
                rtlight->cached_shadowtrispvs                  =   (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
                rtlight->cached_lighttrispvs                   =   (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
@@ -5115,25 +3862,11 @@ static void R_Shadow_DrawLight(rtlight_t *rtlight)
        // make this the active rtlight for rendering purposes
        R_Shadow_RenderMode_ActiveLight(rtlight);
 
-       if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
-       {
-               // optionally draw visible shape of the shadow volumes
-               // for performance analysis by level designers
-               R_Shadow_RenderMode_VisibleShadowVolumes();
-               if (numsurfaces)
-                       R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
-               for (i = 0;i < numshadowentities;i++)
-                       R_Shadow_DrawEntityShadow(shadowentities[i]);
-               for (i = 0;i < numshadowentities_noselfshadow;i++)
-                       R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
-               R_Shadow_RenderMode_VisibleLighting(false, false);
-       }
-
        if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
        {
                // optionally draw the illuminated areas
                // for performance analysis by level designers
-               R_Shadow_RenderMode_VisibleLighting(false, false);
+               R_Shadow_RenderMode_VisibleLighting(false);
                if (numsurfaces)
                        R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
                for (i = 0;i < numlightentities;i++)
@@ -5162,7 +3895,7 @@ static void R_Shadow_DrawLight(rtlight_t *rtlight)
                // draw lighting in the unmasked areas
                if (numsurfaces + numlightentities)
                {
-                       R_Shadow_RenderMode_Lighting(false, false, true, false);
+                       R_Shadow_RenderMode_Lighting(false, true, false);
                        // draw lighting in the unmasked areas
                        if (numsurfaces)
                                R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
@@ -5172,7 +3905,7 @@ static void R_Shadow_DrawLight(rtlight_t *rtlight)
                // offset to the noselfshadow part of the atlas and draw those too
                if (numlightentities_noselfshadow)
                {
-                       R_Shadow_RenderMode_Lighting(false, false, true, true);
+                       R_Shadow_RenderMode_Lighting(false, true, true);
                        for (i = 0; i < numlightentities_noselfshadow; i++)
                                R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
                }
@@ -5181,41 +3914,10 @@ static void R_Shadow_DrawLight(rtlight_t *rtlight)
                if (r_shadow_usingdeferredprepass)
                        R_Shadow_RenderMode_DrawDeferredLight(true);
        }
-       else if (castshadows && vid.stencil)
-       {
-               // draw stencil shadow volumes to mask off pixels that are in shadow
-               // so that they won't receive lighting
-               GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
-               R_Shadow_ClearStencil();
-
-               if (numsurfaces)
-                       R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
-               for (i = 0;i < numshadowentities;i++)
-                       R_Shadow_DrawEntityShadow(shadowentities[i]);
-
-               // draw lighting in the unmasked areas
-               R_Shadow_RenderMode_Lighting(true, false, false, false);
-               for (i = 0;i < numlightentities_noselfshadow;i++)
-                       R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
-
-               for (i = 0;i < numshadowentities_noselfshadow;i++)
-                       R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
-
-               // draw lighting in the unmasked areas
-               R_Shadow_RenderMode_Lighting(true, false, false, false);
-               if (numsurfaces)
-                       R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
-               for (i = 0;i < numlightentities;i++)
-                       R_Shadow_DrawEntityLight(lightentities[i]);
-
-               // rasterize the box when rendering deferred lighting - the regular surface lighting only applies to transparent surfaces
-               if (r_shadow_usingdeferredprepass)
-                       R_Shadow_RenderMode_DrawDeferredLight(false);
-       }
        else
        {
                // draw lighting in the unmasked areas
-               R_Shadow_RenderMode_Lighting(false, false, false, false);
+               R_Shadow_RenderMode_Lighting(false, false, false);
                if (numsurfaces)
                        R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
                for (i = 0;i < numlightentities;i++)
@@ -5330,7 +4032,7 @@ qboolean R_Shadow_PrepareLights_AddSceneLight(rtlight_t *rtlight)
 }
 
 void R_Shadow_DrawLightSprites(void);
-void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
+void R_Shadow_PrepareLights(void)
 {
        int flag;
        int lnum;
@@ -5344,31 +4046,23 @@ void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *color
        int shadowmapmaxsize = bound(shadowmapborder+2, r_shadow_shadowmapping_maxsize.integer, shadowmaptexturesize / 8);
 
        if (r_shadow_shadowmaptexturesize != shadowmaptexturesize ||
-               (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
-               r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) ||
+               !(r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
+               r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL32) ||
                r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
-               r_shadow_shadowmapshadowsampler != (vid.support.arb_shadow && r_shadow_shadowmapping_useshadowsampler.integer) ||
+               r_shadow_shadowmapshadowsampler != r_shadow_shadowmapping_useshadowsampler.integer ||
                r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer ||
                r_shadow_shadowmapborder != shadowmapborder ||
                r_shadow_shadowmapmaxsize != shadowmapmaxsize ||
                r_shadow_shadowmapdepthtexture != r_fb.usedepthtextures)
                R_Shadow_FreeShadowMaps();
 
-       r_shadow_fb_fbo = fbo;
-       r_shadow_fb_depthtexture = depthtexture;
-       r_shadow_fb_colortexture = colortexture;
-
        r_shadow_usingshadowmaportho = false;
 
        switch (vid.renderpath)
        {
-       case RENDERPATH_GL20:
-       case RENDERPATH_D3D9:
-       case RENDERPATH_D3D10:
-       case RENDERPATH_D3D11:
-       case RENDERPATH_SOFT:
+       case RENDERPATH_GL32:
 #ifndef USE_GLES2
-               if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
+               if (!r_shadow_deferred.integer || vid.maxdrawbuffers < 2)
                {
                        r_shadow_usingdeferredprepass = false;
                        if (r_shadow_prepass_width)
@@ -5410,15 +4104,12 @@ void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *color
                }
 #endif
                break;
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GLES1:
        case RENDERPATH_GLES2:
                r_shadow_usingdeferredprepass = false;
                break;
        }
 
-       R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles);
+       R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles);
 
        r_shadow_scenenumlights = 0;
        flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
@@ -5567,35 +4258,10 @@ void R_Shadow_PrepareModelShadows(void)
        r_shadow_nummodelshadows = 0;
        r_shadow_shadowmapatlas_modelshadows_size = 0;
 
-       if (!r_refdef.scene.numentities || r_refdef.lightmapintensity <= 0.0f || r_shadows.integer <= 0)
+       if (!r_refdef.scene.numentities || r_refdef.scene.lightmapintensity <= 0.0f || r_shadows.integer <= 0)
                return;
 
-       switch (r_shadow_shadowmode)
-       {
-       case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
-               if (r_shadows.integer >= 2)
-                       break;
-               // fall through
-       case R_SHADOW_SHADOWMODE_STENCIL:
-               if (!vid.stencil)
-                       return;
-               for (i = 0; i < r_refdef.scene.numentities; i++)
-               {
-                       ent = r_refdef.scene.entities[i];
-                       if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
-                       {
-                               if (r_shadow_nummodelshadows >= MAX_MODELSHADOWS)
-                                       break;
-                               r_shadow_modelshadows[r_shadow_nummodelshadows++] = ent;
-                               R_AnimCache_GetEntity(ent, false, false);
-                       }
-               }
-               return;
-       default:
-               return;
-       }
-
-       size = 2 * r_shadow_shadowmapmaxsize;
+       size = r_shadow_shadowmaptexturesize / 4;
        scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
        radius = 0.5f * size / scale;
 
@@ -5735,7 +4401,7 @@ static void R_Shadow_DrawModelShadowMaps(void)
                relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
                RSurf_ActiveModelEntity(ent, false, false, false);
                ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
-               rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
+               rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
        }
 
 #if 0
@@ -5757,161 +4423,13 @@ static void R_Shadow_DrawModelShadowMaps(void)
        Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
        Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
        Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
-
-       switch (vid.renderpath)
-       {
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL20:
-       case RENDERPATH_SOFT:
-       case RENDERPATH_GLES1:
-       case RENDERPATH_GLES2:
-               break;
-       case RENDERPATH_D3D9:
-       case RENDERPATH_D3D10:
-       case RENDERPATH_D3D11:
-#ifdef MATRIX4x4_OPENGLORIENTATION
-               r_shadow_shadowmapmatrix.m[0][0]        *= -1.0f;
-               r_shadow_shadowmapmatrix.m[0][1]        *= -1.0f;
-               r_shadow_shadowmapmatrix.m[0][2]        *= -1.0f;
-               r_shadow_shadowmapmatrix.m[0][3]        *= -1.0f;
-#else
-               r_shadow_shadowmapmatrix.m[0][0]        *= -1.0f;
-               r_shadow_shadowmapmatrix.m[1][0]        *= -1.0f;
-               r_shadow_shadowmapmatrix.m[2][0]        *= -1.0f;
-               r_shadow_shadowmapmatrix.m[3][0]        *= -1.0f;
-#endif
-               break;
-       }
-}
-
-void R_Shadow_DrawModelShadows(void)
-{
-       int i;
-       float relativethrowdistance;
-       entity_render_t *ent;
-       vec3_t relativelightorigin;
-       vec3_t relativelightdirection;
-       vec3_t relativeshadowmins, relativeshadowmaxs;
-       vec3_t tmp, shadowdir;
-       prvm_vec3_t prvmshadowdir;
-
-       if (!r_shadow_nummodelshadows || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
-               return;
-
-       R_ResetViewRendering3D(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture);
-       //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
-       //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
-       R_Shadow_RenderMode_Begin();
-       R_Shadow_RenderMode_ActiveLight(NULL);
-       r_shadow_lightscissor[0] = r_refdef.view.x;
-       r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
-       r_shadow_lightscissor[2] = r_refdef.view.width;
-       r_shadow_lightscissor[3] = r_refdef.view.height;
-       R_Shadow_RenderMode_StencilShadowVolumes(false);
-
-       // get shadow dir
-       if (r_shadows.integer == 2)
-       {
-               Math_atov(r_shadows_throwdirection.string, prvmshadowdir);
-               VectorCopy(prvmshadowdir, shadowdir);
-               VectorNormalize(shadowdir);
-       }
-
-       R_Shadow_ClearStencil();
-
-       for (i = 0;i < r_shadow_nummodelshadows;i++)
-       {
-               ent = r_shadow_modelshadows[i];
-
-               // cast shadows from anything of the map (submodels are optional)
-               relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
-               VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
-               VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
-               if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
-                       Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
-               else
-               {
-                       if(ent->entitynumber != 0)
-                       {
-                               if(ent->entitynumber >= MAX_EDICTS) // csqc entity
-                               {
-                                       // FIXME handle this
-                                       VectorNegate(ent->modellight_lightdir, relativelightdirection);
-                               }
-                               else
-                               {
-                                       // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
-                                       int entnum, entnum2, recursion;
-                                       entnum = entnum2 = ent->entitynumber;
-                                       for(recursion = 32; recursion > 0; --recursion)
-                                       {
-                                               entnum2 = cl.entities[entnum].state_current.tagentity;
-                                               if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
-                                                       entnum = entnum2;
-                                               else
-                                                       break;
-                                       }
-                                       if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
-                                       {
-                                               VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
-                                               // transform into modelspace of OUR entity
-                                               Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
-                                               Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
-                                       }
-                                       else
-                                               VectorNegate(ent->modellight_lightdir, relativelightdirection);
-                               }
-                       }
-                       else
-                               VectorNegate(ent->modellight_lightdir, relativelightdirection);
-               }
-
-               VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
-               RSurf_ActiveModelEntity(ent, false, false, false);
-               ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
-               rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
-       }
-
-       // not really the right mode, but this will disable any silly stencil features
-       R_Shadow_RenderMode_End();
-
-       // set up ortho view for rendering this pass
-       //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
-       //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
-       //GL_ScissorTest(true);
-       //R_EntityMatrix(&identitymatrix);
-       //R_Mesh_ResetTextureState();
-       R_ResetViewRendering2D(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture);
-
-       // set up a darkening blend on shadowed areas
-       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       //GL_DepthRange(0, 1);
-       //GL_DepthTest(false);
-       //GL_DepthMask(false);
-       //GL_PolygonOffset(0, 0);CHECKGLERROR
-       GL_Color(0, 0, 0, r_shadows_darken.value);
-       //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
-       //GL_DepthFunc(GL_ALWAYS);
-       R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255);
-
-       // apply the blend to the shadowed areas
-       R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
-       R_SetupShader_Generic_NoTexture(false, true);
-       R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
-
-       // restore the viewport
-       R_SetViewport(&r_refdef.view.viewport);
-
-       // restore other state to normal
-       //R_Shadow_RenderMode_End();
 }
 
 static void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
 {
        float zdist;
        vec3_t centerorigin;
-#if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
+#ifndef USE_GLES2
        float vertex3f[12];
 #endif
        // if it's too close, skip it
@@ -5929,41 +4447,26 @@ static void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequer
 
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL11:
-               case RENDERPATH_GL13:
-               case RENDERPATH_GL20:
-               case RENDERPATH_GLES1:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
-#if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
+#ifndef USE_GLES2
                        CHECKGLERROR
                        // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
-                       qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
+                       qglBeginQuery(GL_SAMPLES_PASSED, rtlight->corona_queryindex_allpixels);
                        GL_DepthFunc(GL_ALWAYS);
                        R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
                        R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL, 0);
                        R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
-                       qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
+                       qglEndQuery(GL_SAMPLES_PASSED);
                        GL_DepthFunc(GL_LEQUAL);
-                       qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
+                       qglBeginQuery(GL_SAMPLES_PASSED, rtlight->corona_queryindex_visiblepixels);
                        R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
                        R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL, 0);
                        R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
-                       qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
+                       qglEndQuery(GL_SAMPLES_PASSED);
                        CHECKGLERROR
 #endif
                        break;
-               case RENDERPATH_D3D9:
-                       Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               case RENDERPATH_D3D10:
-                       Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               case RENDERPATH_D3D11:
-                       Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               case RENDERPATH_SOFT:
-                       //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
                }
        }
        rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
@@ -5975,68 +4478,36 @@ static void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
 {
        vec3_t color;
        unsigned int occlude = 0;
-       GLint allpixels = 0, visiblepixels = 0;
 
        // now we have to check the query result
        if (rtlight->corona_queryindex_visiblepixels)
        {
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL20:
-               case RENDERPATH_GLES1:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
-#if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
-                       // See if we can use the GPU-side method to prevent implicit sync
-                       if (vid.support.arb_query_buffer_object) {
+#ifndef USE_GLES2
+                       // store the pixel counts into a uniform buffer for the shader to
+                       // use - we'll never know the results on the cpu without
+                       // synchronizing and we don't want that
 #define BUFFER_OFFSET(i)    ((GLint *)((unsigned char*)NULL + (i)))
-                               if (!r_shadow_occlusion_buf) {
-                                       qglGenBuffersARB(1, &r_shadow_occlusion_buf);
-                                       qglBindBufferARB(GL_QUERY_BUFFER_ARB, r_shadow_occlusion_buf);
-                                       qglBufferDataARB(GL_QUERY_BUFFER_ARB, 8, NULL, GL_DYNAMIC_COPY);
-                               } else {
-                                       qglBindBufferARB(GL_QUERY_BUFFER_ARB, r_shadow_occlusion_buf);
-                               }
-                               qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, BUFFER_OFFSET(0));
-                               qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, BUFFER_OFFSET(4));
-                               qglBindBufferBase(GL_UNIFORM_BUFFER, 0, r_shadow_occlusion_buf);
-                               occlude = MATERIALFLAG_OCCLUDE;
-                               cscale *= rtlight->corona_visibility;
-                               CHECKGLERROR
-                               break;
+                       if (!r_shadow_occlusion_buf) {
+                               qglGenBuffers(1, &r_shadow_occlusion_buf);
+                               qglBindBuffer(GL_QUERY_BUFFER, r_shadow_occlusion_buf);
+                               qglBufferData(GL_QUERY_BUFFER, 8, NULL, GL_DYNAMIC_COPY);
+                       } else {
+                               qglBindBuffer(GL_QUERY_BUFFER, r_shadow_occlusion_buf);
                        }
-                       // fallthrough
-#else
-                       return;
-#endif
-               case RENDERPATH_GL11:
-               case RENDERPATH_GL13:
-#if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
-                       CHECKGLERROR
-                       qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
-                       qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
-                       if (visiblepixels < 1 || allpixels < 1)
-                               return;
-                       rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
+                       qglGetQueryObjectiv(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT, BUFFER_OFFSET(0));
+                       qglGetQueryObjectiv(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT, BUFFER_OFFSET(4));
+                       qglBindBufferBase(GL_UNIFORM_BUFFER, 0, r_shadow_occlusion_buf);
+                       occlude = MATERIALFLAG_OCCLUDE;
                        cscale *= rtlight->corona_visibility;
                        CHECKGLERROR
                        break;
 #else
                        return;
 #endif
-               case RENDERPATH_D3D9:
-                       Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       return;
-               case RENDERPATH_D3D10:
-                       Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       return;
-               case RENDERPATH_D3D11:
-                       Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       return;
-               case RENDERPATH_SOFT:
-                       //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       return;
-               default:
-                       return;
                }
        }
        else
@@ -6048,7 +4519,7 @@ static void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
        if (VectorLength(color) > (1.0f / 256.0f))
        {
                float vertex3f[12];
-               qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
+               qboolean negated = (color[0] + color[1] + color[2] < 0);
                if(negated)
                {
                        VectorNegate(color, color);
@@ -6079,19 +4550,14 @@ void R_Shadow_DrawCoronas(void)
 
        range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
 
-       // check occlusion of coronas
-       // use GL_ARB_occlusion_query if available
-       // otherwise use raytraces
+       // check occlusion of coronas, using occlusion queries or raytraces
        r_numqueries = 0;
        switch (vid.renderpath)
        {
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL20:
-       case RENDERPATH_GLES1:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
-               usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
-#if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
+               usequery = r_coronas_occlusionquery.integer;
+#ifndef USE_GLES2
                if (usequery)
                {
                        GL_ColorMask(0,0,0,0);
@@ -6102,10 +4568,10 @@ void R_Shadow_DrawCoronas(void)
                                r_maxqueries = ((unsigned int)range + r_refdef.scene.numlights) * 4;
                                r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
                                CHECKGLERROR
-                               qglGenQueriesARB(r_maxqueries - i, r_queries + i);
+                               qglGenQueries(r_maxqueries - i, r_queries + i);
                                CHECKGLERROR
                        }
-                       RSurf_ActiveWorldEntity();
+                       RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
                        GL_BlendFunc(GL_ONE, GL_ZERO);
                        GL_CullFace(GL_NONE);
                        GL_DepthMask(false);
@@ -6117,20 +4583,6 @@ void R_Shadow_DrawCoronas(void)
                }
 #endif
                break;
-       case RENDERPATH_D3D9:
-               usequery = false;
-               //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_D3D10:
-               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_D3D11:
-               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_SOFT:
-               usequery = false;
-               //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
        }
        for (lightindex = 0;lightindex < range;lightindex++)
        {
@@ -7569,141 +6021,48 @@ LIGHT SAMPLING
 =============================================================================
 */
 
-void R_LightPoint(float *color, const vec3_t p, const int flags)
-{
-       int i, numlights, flag;
-       float f, relativepoint[3], dist, dist2, lightradius2;
-       vec3_t diffuse, n;
-       rtlight_t *light;
-       dlight_t *dlight;
-
-       if (r_fullbright.integer)
-       {
-               VectorSet(color, 1, 1, 1);
-               return;
-       }
-
-       VectorClear(color);
-
-       if (flags & LP_LIGHTMAP)
-       {
-               if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
-               {
-                       VectorClear(diffuse);
-                       r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, color, diffuse, n);
-                       VectorAdd(color, diffuse, color);
-               }
-               else
-                       VectorSet(color, 1, 1, 1);
-               color[0] += r_refdef.scene.ambient;
-               color[1] += r_refdef.scene.ambient;
-               color[2] += r_refdef.scene.ambient;
-       }
-
-       if (flags & LP_RTWORLD)
-       {
-               flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
-               numlights = (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
-               for (i = 0; i < numlights; i++)
-               {
-                       dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
-                       if (!dlight)
-                               continue;
-                       light = &dlight->rtlight;
-                       if (!(light->flags & flag))
-                               continue;
-                       // sample
-                       lightradius2 = light->radius * light->radius;
-                       VectorSubtract(light->shadoworigin, p, relativepoint);
-                       dist2 = VectorLength2(relativepoint);
-                       if (dist2 >= lightradius2)
-                               continue;
-                       dist = sqrt(dist2) / light->radius;
-                       f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
-                       if (f <= 0)
-                               continue;
-                       // todo: add to both ambient and diffuse
-                       if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true).fraction == 1)
-                               VectorMA(color, f, light->currentcolor, color);
-               }
-       }
-       if (flags & LP_DYNLIGHT)
-       {
-               // sample dlights
-               for (i = 0;i < r_refdef.scene.numlights;i++)
-               {
-                       light = r_refdef.scene.lights[i];
-                       // sample
-                       lightradius2 = light->radius * light->radius;
-                       VectorSubtract(light->shadoworigin, p, relativepoint);
-                       dist2 = VectorLength2(relativepoint);
-                       if (dist2 >= lightradius2)
-                               continue;
-                       dist = sqrt(dist2) / light->radius;
-                       f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
-                       if (f <= 0)
-                               continue;
-                       // todo: add to both ambient and diffuse
-                       if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true).fraction == 1)
-                               VectorMA(color, f, light->color, color);
-               }
-       }
-}
-
-void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const vec3_t p, const int flags)
+void R_CompleteLightPoint(float *ambient, float *diffuse, float *lightdir, const vec3_t p, const int flags, float lightmapintensity, float ambientintensity)
 {
-       int i, numlights, flag;
+       int i, numlights, flag, q;
        rtlight_t *light;
        dlight_t *dlight;
        float relativepoint[3];
        float color[3];
-       float dir[3];
        float dist;
        float dist2;
        float intensity;
-       float sample[5*3];
+       float sa[3], sx[3], sy[3], sz[3], sd[3];
        float lightradius2;
 
-       if (r_fullbright.integer)
-       {
-               VectorSet(ambient, 1, 1, 1);
-               VectorClear(diffuse);
-               VectorClear(lightdir);
-               return;
-       }
+       // use first order spherical harmonics to combine directional lights
+       for (q = 0; q < 3; q++)
+               sa[q] = sx[q] = sy[q] = sz[q] = sd[q] = 0;
 
-       if (flags == LP_LIGHTMAP)
+       if (flags & LP_LIGHTMAP)
        {
-               VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
-               VectorClear(diffuse);
-               VectorClear(lightdir);
                if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
-                       r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambient, diffuse, lightdir);
+               {
+                       float tempambient[3];
+                       for (q = 0; q < 3; q++)
+                               tempambient[q] = color[q] = relativepoint[q] = 0;
+                       r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint);
+                       // calculate a weighted average light direction as well
+                       intensity = VectorLength(color);
+                       for (q = 0; q < 3; q++)
+                       {
+                               sa[q] += (0.5f * color[q] + tempambient[q]) * lightmapintensity;
+                               sx[q] += (relativepoint[0] * color[q]) * lightmapintensity;
+                               sy[q] += (relativepoint[1] * color[q]) * lightmapintensity;
+                               sz[q] += (relativepoint[2] * color[q]) * lightmapintensity;
+                               sd[q] += (intensity * relativepoint[q]) * lightmapintensity;
+                       }
+               }
                else
-                       VectorSet(ambient, 1, 1, 1);
-               return;
-       }
-
-       memset(sample, 0, sizeof(sample));
-       VectorSet(sample, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
-
-       if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
-       {
-               vec3_t tempambient;
-               VectorClear(tempambient);
-               VectorClear(color);
-               VectorClear(relativepoint);
-               r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint);
-               VectorScale(tempambient, r_refdef.lightmapintensity, tempambient);
-               VectorScale(color, r_refdef.lightmapintensity, color);
-               VectorAdd(sample, tempambient, sample);
-               VectorMA(sample    , 0.5f            , color, sample    );
-               VectorMA(sample + 3, relativepoint[0], color, sample + 3);
-               VectorMA(sample + 6, relativepoint[1], color, sample + 6);
-               VectorMA(sample + 9, relativepoint[2], color, sample + 9);
-               // calculate a weighted average light direction as well
-               intensity = VectorLength(color);
-               VectorMA(sample + 12, intensity, relativepoint, sample + 12);
+               {
+                       // unlit map - fullbright but scaled by lightmapintensity
+                       for (q = 0; q < 3; q++)
+                               sa[q] += lightmapintensity;
+               }
        }
 
        if (flags & LP_RTWORLD)
@@ -7730,17 +6089,18 @@ void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const
                                continue;
                        if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1)
                                continue;
-                       // scale down intensity to add to both ambient and diffuse
-                       //intensity *= 0.5f;
+                       for (q = 0; q < 3; q++)
+                               color[q] = light->currentcolor[q] * intensity;
+                       intensity = VectorLength(color);
                        VectorNormalize(relativepoint);
-                       VectorScale(light->currentcolor, intensity, color);
-                       VectorMA(sample    , 0.5f            , color, sample    );
-                       VectorMA(sample + 3, relativepoint[0], color, sample + 3);
-                       VectorMA(sample + 6, relativepoint[1], color, sample + 6);
-                       VectorMA(sample + 9, relativepoint[2], color, sample + 9);
-                       // calculate a weighted average light direction as well
-                       intensity *= VectorLength(color);
-                       VectorMA(sample + 12, intensity, relativepoint, sample + 12);
+                       for (q = 0; q < 3; q++)
+                       {
+                               sa[q] += 0.5f * color[q];
+                               sx[q] += relativepoint[0] * color[q];
+                               sy[q] += relativepoint[1] * color[q];
+                               sz[q] += relativepoint[2] * color[q];
+                               sd[q] += intensity * relativepoint[q];
+                       }
                }
                // FIXME: sample bouncegrid too!
        }
@@ -7763,30 +6123,30 @@ void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const
                                continue;
                        if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1)
                                continue;
-                       // scale down intensity to add to both ambient and diffuse
-                       //intensity *= 0.5f;
+                       for (q = 0; q < 3; q++)
+                               color[q] = light->currentcolor[q] * intensity;
+                       intensity = VectorLength(color);
                        VectorNormalize(relativepoint);
-                       VectorScale(light->currentcolor, intensity, color);
-                       VectorMA(sample    , 0.5f            , color, sample    );
-                       VectorMA(sample + 3, relativepoint[0], color, sample + 3);
-                       VectorMA(sample + 6, relativepoint[1], color, sample + 6);
-                       VectorMA(sample + 9, relativepoint[2], color, sample + 9);
-                       // calculate a weighted average light direction as well
-                       intensity *= VectorLength(color);
-                       VectorMA(sample + 12, intensity, relativepoint, sample + 12);
+                       for (q = 0; q < 3; q++)
+                       {
+                               sa[q] += 0.5f * color[q];
+                               sx[q] += relativepoint[0] * color[q];
+                               sy[q] += relativepoint[1] * color[q];
+                               sz[q] += relativepoint[2] * color[q];
+                               sd[q] += intensity * relativepoint[q];
+                       }
                }
        }
 
-       // calculate the direction we'll use to reduce the sample to a directional light source
-       VectorCopy(sample + 12, dir);
-       //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
-       VectorNormalize(dir);
-       // extract the diffuse color along the chosen direction and scale it
-       diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
-       diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
-       diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
-       // subtract some of diffuse from ambient
-       VectorMA(sample, -0.333f, diffuse, ambient);
-       // store the normalized lightdir
-       VectorCopy(dir, lightdir);
+       // calculate the weighted-average light direction (bentnormal)
+       for (q = 0; q < 3; q++)
+               lightdir[q] = sd[q];
+       VectorNormalize(lightdir);
+       for (q = 0; q < 3; q++)
+       {
+               // extract the diffuse color along the chosen direction and scale it
+               diffuse[q] = (lightdir[0] * sx[q] + lightdir[1] * sy[q] + lightdir[2] * sz[q]);
+               // subtract some of diffuse from ambient
+               ambient[q] = sa[q] + -0.333f * diffuse[q] + ambientintensity;
+       }
 }